Zhur-Taa Druid

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Common
Duel Decks: Heroes vs. Monsters (DDL) Common
Dragon's Maze (DGM) Common

Combos Browse all

Zhur-Taa Druid

Creature — Human Druid

: Add to your mana pool.

Whenever you tap Zhur-Taa Druid for mana, it deals 1 damage to each opponent

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C16

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Recent Decks

Zhur-Taa Druid Discussion

kael243 on Pauper RG

1 month ago

Updated my deck today. Incorporated your suggestions based on my access to these cards on paper. For my sideboard, I chose Zhur-Taa Druid over Horned Kavu for a more early direct player damage. It's also easier for me to get the former (in paper) in my area. Other than that, I've adjusted my deck based on your given suggestions. Thank you, guys! Your further inputs will be appreciated.

Kre on Thromok the Satiable? Budget-ish EDH

1 month ago

-1Zhur-Taa Druid for +1 Llanowar Elves - I found Zhur-Taa Druid's one damage was good in large games, but more often than not it made him a target because other players didn't like getting hit for one and it left myself without the mana producing creature.

-1 Alpha Brawlfor +1 Fires of Yavimaya - This deck can be more focused on Thromok's damage with this enchantment. It only takes 5 creatures to make Thromok big enough to one shot with commander damage. This allows him to attack right away. I found I was rarely using Alpha Brawl because of its high mana cost.

-1 Skullclamp for +1 Nim Deathmantle - I was rarely using Skullclamp for card draw. The extra draw was nice, but I don't want my tokens dying, I want them for Thromok or blockers. I found a lot of my big creatures that produce tokens were completely worthless when killed (obviously). Nim Deathmantle gives me the option to keep those creatures alive longer and lets me produce tokens. In this build, I am trying to run more "at each" upkeep creatures because it ramps up faster in bigger games! Nim Deathmantle also interacts well with Ashnod's Altar! (see below)

-1 Joiner Adept for +1 Ashnod's Altar - Joiner Adept's ability was almost worthless with my ramp/dual lands. It was more of a convenience than anything. It would work better in a 3-5 color deck imo. I added Ashnod's Altar because my tokens can ramp into even larger creatures that produce more tokens. The 2 mana potential per token ramps up fast especially if you are making tokens every upkeep. Also, if you have a creature that produces 2+ tokens when it enters the battlefield, you can use that + Nim + Ashnod's Altar for infinite tokens!

-1 Utopia Mycon for +1 Nissa's Expedition - Utopia Mycon was a super cheap card but loses its value in larger games. It only happens at your upkeep so it loses value in larger games. The ability to sac a saproling seems nice since I have multiple creatures to create saprolings, but you get more bang for your buck with an Ashnod's altar. Using the other creatures with Nissa's you have, you could get 2 lands for one green! Better ramp than waiting a ton of turns / losing creatures!

-1Death's Presence for +1 Second Harvest - Death's Harvest was too slow for my tastes. If my creatures are dying, its usually a board wipe. If my small tokens are dying, its slow ramp and if my big creatures die, my tokens are usually not far behind. With Second Harvest, I can double my tokens. That means more mana with Ashnod's, more sac for Thromok, more defenders, etc. With Parallel Lives and the soon to be bought Primal Vigor, this ramp can be 2x to 4x as powerful!

-1 Thelonite Hermit for +1 Nylea, God of the Hunt - Thelonite Hermit was 8 mana for 4 1/1 Saprolings. It was too slow. The ablility to give saprolings +1/+1 was nice, but this card cost to much for a 1/1 that dies easily. Nylea is indestructible, which makes her bae and hard to get rid of. Trample is great because a big baddie Thromok can't be chump blocked as easily. It also means I am pumping damage earlier with my bigger creatures because of trample! Her special also allows me to spend unused mana when people let tokens hit for bigger damage.

-1 Sporemound for +1 Tendershoot Dryad - Sporemound is a 1/1 per 1 land per 1 turn. Unless I put an evolving wilds in the deck, the landfall is to slow in a multiplayer game. Instead, for the same cost, Tendershoot Dryad gives me a 1/1 every upkeep! The city's blessing is also a plus because it replaces Thelonite's ability for +1/+1 for an even better +2/+2. More tokens for more upkeeps scales the bigger the games get.

-1 Soul's Might for +1 Solidarity of Heroes - I was using Soul's might mainly on my commander or the creatures where +1/+1 counters gave extra tokens/effects. Soul's might was only one creature for 5 and Soliarity of Heroes is any number of creatures for 2 per creature.Although it only doubles the number of +1/+1 counters, it was mainly what I was using Soul's might for!

-1 Miming Slime for +1 Tranquility - Miming Slime has some uses and will be in my sideboard. If I am playing an enchantment heavy deck, Tranquility does great mitigating things like an opponents Asceticism, or double damage, or lifelink etc. Miming Slime works great with warstrom surge, getting an extra creature out with Thromok, etc but I need something to stop Ghostly Prison, Oblivion Ring, Rhystic study, etc.

-1 Forest for +1 Insurrection - Insurrection is such a good card. Since I added more ramp, I felt comfortable replacing this with a land. Insurrection has so many good uses. Kill opponents with their own fatties then sacrifice for a big big big thromok with nothing on the board. Sac everything for a Thromok with haste and insta win. Get rid of threats by sacrificing with Feed the Pack at the end of turn. Hit with everything then sacrifice with Ashnod's Altar. The combos are endless.

Monti_Jones on Crafty Token Explosions

1 month ago

@ticked-off-squirrel: Thank you for your input!

I like my spells cheap and powerful. If I have to pay 2 mana for a dork it has to do something more than just 1 mana. So Weaver of Currents and Druid of the Cowl are just not good enough for me. I even consider cutting Zhur-Taa Druid as the damage is negligible and he is only around for the cheesy druid kill if I have infinite untaps.

While lifegain can be nice I dont really need a card like Anointer Priest. The tokens can block most of the attackers and the extra life doesn't help me with winning faster.

Hamletback Goliath is just a fatty with way too high CMC. Sure he gets big, but still dies to a removal like any other creature.

I like Goblinslide but it does the same job Young Pyromancer does while costing mana. Young Pyro is a creature too so one more thing to play around with.

I tried From Beyond before and it was just too slow for me. It has to stick around for at least 3 turns to produce the same amount of tokens any other spell would do for the same mana cost. I'd rather cast Anointed Procession for my 4 mana and de facto halve the cost of my following token spells.

Deploy to the Front is the definition of a "win more" card for this deck. Most of the time 5 to 8 tokens are enough to get me infinite. While more tokens make things easier for sure that many are not necessary. But even if I would cast this, 7 mana is a hefty price. If I can't follow up immediately that same turn everybody and their mom will want wipe my board, most likely with a spell that's cheaper than 7 mana.

greatdevourer on Ancestors of the Naya

1 month ago

Instead of Bloodsworn Steward, consider Anger, Cyclops of Eternal Fury, Samut, Voice of Dissent, or Urabrask the Hidden. This would give all of your creatures haste instead of just your commander. The +2/+2 is nice but it only effects your commander.

I think that the Zhur-Taa Druid and the Honored Hierarch are pretty weak in this deck. The Honored Hierarch can't tap for mana until after it has dealt damage to a player. The Zhur-Taa Druid only taps for green and pings everyone at the table, which isn't much damage but it does paint a target on your forehead faster. What about a Birds of Paradise, Drover of the Mighty, or even better Wood Elves.Note that the Wood Elves does not have the word 'basic' on it.

The only other card I don't think is that good is the Fiery Justice. What about Vizier of the Menagerie, Skyshroud Claim, Blasphemous Act, Decimate, Lifecrafter's Bestiary, Elemental Bond, Sun Titan, Rishkar's Expertise, or Temur Sabertooth?

jpkehoe on Pauper RG

1 month ago

all red green decks need Zhur-Taa Druid

soliced on i need a second opinion

2 months ago

Zhur-Taa Druid atm in looking into ways of getting this guy in the deck and if it's actually worth it

Khitpit on Lots o' mana

2 months ago

I suggest going up to around ~35 lands, put in shocks and bounce lands for sure, and maybe up two basic forests.

Also drop Ghalta, Etali, Genesis Hydra, Pathbreaker Ibex, Polukranos, Extraplanar Lens, and a Soul's Majesty.

Go up Avacyn, Angel of Hope, Radha, Heir to Keld, Zhur-Taa Druid, Entreat the Angels, Iona, Shield of Emeria, Insurrection, Heartless Hidetsugu, Balefire Dragon

S1ayerMonkey on Æther Assault

2 months ago

Have you considered Torrential Gearhulk ? You can use it and other cards like it to recast an instant from your graveyard, which can reduce the amount of instants you need.

For mana ramp, I see you have Sol Ring and some fetch cards, but consider using Opaline Unicorn, Manalith, Prophetic Prism, and Cultivator's Caravan. You can reduce both your fetch cards and some land cards with the con of having removable permanents. With the same mana idea in mind, other great cards for coloured mana are Elvish Mystic, Arbor Elf, Satyr Hedonist, Voyaging Satyr, Zhur-Taa Druid, Cabal Coffers, and other cards along those lines.

Great looking deck regardless of anything I've said. I actually had a hard time coming up with suggestions.

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